SR4 auf der GenCon: eine wilde Sammlung von Fakten

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    Magie


    What bonuses do mentor spirits give, and are they necessairly totems? (As in a hermetic couldn't have an imp sitting, whispering secrets to him?)
    +2 to one thing, +2 to another thing, and either a -1 penalty to one thing or some sort of Willpower + X test (Threshold 3) to prevent from doing something (like Berserking or rigidly following a plan or something). The ones listed in SR4 are animal totems and idol templates, but both Hermetics and Shamans (or any other tradition) can get a mentor spirit.


    Examples:
    The Seductress - +2 dice for Illusion Spells, +2 dice for Con Tests, Must succeed at Willpower + Charisma (3) Test to avoid pursuing a vice or indulgence when made available. (a bit of a hedonist)
    Snake - +2 dice for Detection Spells, +2 Dice to Binding Tests, -1 die for Combat Tests
    Wise Warrior - +2 dice for Combat Spells, +2 dice for Detection Spells, -1 die to all tests if acting dishonorably until the character atones for the action


    Yes, you still cannot heal stun damage. It even specifically says so in the Spell catalog (along with Psychological illnesses).


    Speaking of Ritual Spellcasting, how does it work now?
    Easier than before. Can do it solo. Hits on magic + ritual spellcasting determine success. Additional members of the team, same tradition, hits grant bonus dice to leader. Team must all know spell, size is limited to lower of Force of lodge or Lowest ritual spellcasting skill of the team. Still have targeting if out of LOS. I think you now have to make sure the spotter has enough time to stay astrally projected, but a bound spirits can be used as spotters. Spotter must be able to assense the target. The leader's Magic + Ritual Spellcasting forms the base dice pool. Spell Force is limited by leader's Magic attribute. If the force is higher than leaders Magic, the entire team resists Physical drain. Takes 12 hours minus leader's Magic, minimum 1 hour. Individuals may use foci to supplement their own tests. It isn't stated in the same place, but it mentions individuals may use foci or bound spirits who are not otherwise occupied to resist drain. So I assume a spirit could be used to Aid Sorcery. In fact, Ritual Sorcery is listed under the Aid Sorcery section.


    Note too, only one focus may contribute to a single dice pool, so no ritual focus + power focus + power focus. But dice pool + focus + spirit aid sorcery power seems legit for the ritual casting for each member and the same combo again for drain.


    Projecting magicians time is now linked to Magic not essence.
    Astral forms no longer are able to pass through earth.
    Manifesting characters are vulnerable to mana-based effects on the physical plane.


    Sustaining foci now cost 2*Force to bond.


    Btw, all combat spell formulae are Forbidden.


    Since there is not yet mention of exclusive actions, characters could use ritual magic to cast spells (increase hits) and use foci to sustain them. Could be quite useful with spells like Analyze device (rewritten to be useful as now each success over the object res. is a die while operating the device, like a gun, and can ignore defaulting modifiers), Increase Reflexes (where threshold 4 Gives +3 initiative, +3 passes) or Invisiblity.


    Do Adepts still get the skill bonuses from Centering, or is Centering just another term for "drain reduction"?
    Centering is just another term for Drain Reduction. Adepts can still take Centering to reduce the Drain from their powers.
    Still, I don't think that the devs could totally throw away the "Centering to Reduce Penalties" idea... Maybe it's coming back in "Street Magic", along with the long list of all the rest of Metamagic.


    Critter) Form
    Acid Stream
    Analyze Device
    Analyze Truth
    Antidote
    Armor
    Ball Lightning
    Blast
    Chaos
    Chaotic World
    Clairaudience
    Clairvoyance
    Clout
    Combat Sense
    Confusion
    Control Actions
    Control Emotions
    Control Thoughts
    Cure Disease
    Death Touch
    Decrease [Attribute]
    Detect [Life Form]
    Detect [Life Form], Extended
    Detect [Object]
    Detect Enemies
    Detect Enemies, Extended
    Detect Individual
    Detect Life
    Detect Life, Extended
    Detect Magic
    Detect Magic, Extended
    Detox
    Entertainment
    Fireball
    Flamethrower
    Fling
    Heal
    Hibernate
    Hush
    Ice Sheet
    Ignite
    Improved Invisibility
    Increase [Attribute]
    Increase Reflexes
    Influence
    Invisibility
    Knockout
    Levitate
    Light
    Lightning Bolt
    Magic Fingers
    Mana Barrier
    Manaball
    Manabolt
    Mask
    Mass Confusion
    Mind Probe
    Mindlink
    Mob Control
    Mob Mind
    Mob Mood
    Oxygenate
    Petrify
    Phantasm
    Physical Barrier
    Physical Mask
    Poltergeist
    Powerball
    Powerbolt
    Prophylaxis
    Punch
    Resist Pain
    Shadow
    Shapechange
    Shatter
    Silence
    Stabilize
    Stealth
    Stunball
    Stunbolt
    Toxic Wave
    Trid Entertainment
    Trid Phantasm
    Turn to Goo


    Metamagical abilities (the few given) simply are quick, easy and make sense. Centering, Masking, Flexible Signature, Quickening and Shielding are the ones given. Centering and Shielding are very simple to use now. Masking is basically what it used to be as is Quickening. Flexible Signature is the new one and to understand what it does, take the name for what it is. It is the ability to dramatically alter/reduce the impact of ones Astral Signature upon the astral plane. I particularly like the one about reducing how long a spellcasting signature remains.


    Drain codes are much smaller than they used to be (Stun Bolt at Force 7 only does 2 boxes of damage!? That's like getting an S + 1 wound for 2 Light Physical boxes, which you can stage down with two hits), but take about the same amount of successes to stage down to nothing... you are more likely to take 1 to 3 boxes of damage (Physical, Stun, or otherwise), but even if you cast at an obscene Force, you are not likely to get fried too badly, especially with Stun Bolt and some of the other traditional "Drain Saving" spells. Force becomes more significant, as it is the prime determinant of effect, rather than the number of Spellcasting dice thrown. Of course, it helps that you can cast spells at any Force now... you are only limited up to twice your Magic attribute.


    Centering subtracts directly from Drain. You take a Free Action (in conjunction with the Complex Action to cast your spell, summon your spirit, etc.), roll your Initiate Grade in dice, and subtract any hits from the Drain.


    Shielding adds dice equal to your Initiate Grade for the purposes of resisting Hostile Spells, in addition to your usual Counterspelling + Resisting Attribute (Body or Willpower) dice. In other words, if you have Shielding, add your Initiate Grade to your Spell Defense.


    Spell Defense simply adds Counterspelling Dice to your Resistance rolls and any that you designate (with a Free Action) to protect. You are always assumed to be continually protecting yourself. In a lot of ways, other than the obviously static TN, it's like what Shielding used to be.


    A lot of the mechanics in SR4 manage to bypass the "Threshold 2" problem that SR2 and SR3 had, where odd numbers of successes often didn't count at all because everything required 2 successes to stage up/down.


    Does the adept still buy powers with his magic rating? How are the power costs compared to third edition?
    Yes. Some powers have been adjusted. Astral Perception costs only 1 point. Killing Hands costs 0.5 points, but only converts your damage from Stun to Physical and your hands count as magical weapons for the purpose of kicking butt (bypassing Immunity to Normal Weapons and Regeneration). For higher damage, you want Critical Strike (0.25 points per level), which adds +1 DV per level. Improved Ability works pretty much the same... +1 die for 0.5 for Combat skills, and +1 die for 0.25 for everything else. Missile Parry is 0.25 per level, and is now a Reaction + Missile Parry test, requiring more hits than the attacker to successfully parry.


    It appears that summoning a spirit (Spontaneous summoning, like the old nature spirits) uses a Complex Action, while binding a spirit (binding an elemental) costs 500 nuyen per force point. You have to summon a spirit first before you bind it. The gear section, however, says that conjuring materials for binding a spirit costs 1,500 nuyen per force point. There are two mentions of the 500 nuyen per Force Point in the actual description of binding, so I'm not sure which is the typo, but I'm leaning toward the listing in the gear section to be wrong.


    Do spirits get irate when bound? Familars created in the same way?
    They can get irate, especially if you roll a glitch. I'd imagine that there would be a lot of roleplaying opportunities for this type of relationship.


    No rules for Ally Spirits at all in this book.


    The roll for Summoning is an opposed test of Magic + Summoning vs. the Spirit's Force. Drain is equal to twice the Spirit's hits.
    The roll for Binding is an opposed test of Magic + Binding vs. the Spirit's Force x 2 (binding is harder). Drain is equal to twice the Spirit's hits.
    Neither are linked to Logic or Charisma, although your GM may apply modifiers based on roleplaying and situation (perhaps give you extra dice based on a Charisma test, with extra dice equal to the number of hits, or if you take a long time with lots of burning incense and a boring ritual, give you extra dice based on a Logic test), but that would be your GM's call.


    the SR4 corebook, spirits are pretty generalized. THere are 6 types of spirits: Fire, Earth, Air< Water, Man, and Beasts. Each Tradition can summon 5 of the 6 (Shamans can't summon Fire, Hermetics can't summon Beasts). These seem to really represent spirit categories that individual spirits fall under now... So a hearth Spirit, City Spirit, and the like all fall under Spirits of Man, and now all have the same stats. Likewise an Air Elemental, Wind Spirit, and a Sky Spirit are all the same.


    A conjurer does get to select the optional powers each spirit has during the summoning, from a list of optional powers for each spirit type. So one "Air type" spirit might have the Fear critter power while another one might not be able to fear at all, but instead can use Psychokinesis.


    'm curious how drain now works, also about foci. What are the bonding and nuyen costs? Are there still sustaining foci? How do they work? I think I saw that power foci are now quite cheap, like 25k per point. What are the benefits?


    Power foci add their force to all tests in which magic attribute is included. No help counterspelling.


    Drain value is F/2, round down, =/- modifiers, minimum of 1.


    Roll Willpower + Charisma for shamans or willpower + Logic for mages. Each hit reduces Drain Value by 1, wound modifiers and sustained spells do not effect drain test.


    Foci are inexpensive, but max at chargen for any is 3 and 2 for weapon or power foci. Sustaining, binding and weapon foci are 10K*F, Spellcasting and Summoning foci are 15K*F, Counterspelling and banishing are 5K*F, and Power foci are 25K*F. They are still expensive to bond. Sustaining 2*F, weapon (3+reach)*F, power 8*F. BP can be used at chargen like karma to bind foci.


    Max no. of foci bonded equal to Magic attribute, only one focus may add to any single dice pool. No mention of addiction.


    Out of curiousity, what paranimals are included? And can you give an example of their stats?
    Barghest, devil rat, ghoul, hell hound, merrow, naga, sasquatch, thunderbird, vampire, wendigo, spirit of: air, beasts, earth, fire, man, water, watchers, eastern and western dragons, feathered serpents, leviathons and great dragon mods. Funny how they did not scale back dragons as far as I can tell.


    Hell hound: B4 A4 R5 S4 C3 I4 L2 W3 EDG3 ESS6 M3 INIT9 IP3
    Movement 15/50, bite DV 4P, AP 0


    Womit würfelt eigentlich der Magier? Magie + spellcasting/conjuring? Oder Willpower? Charisma?


    Die "Erfolgsprobe" mit Magie + Skill, den Entzugswiderstand mit Willpower + zweites Attribut (Charisma bei Schamanen, Logic bei Hermetikern).



    1) All spellcasters suffer the -2 penalty per active bound spirit.
    2) Hermetics can take Mentor Spirits now. there's definately some roleplay aspects that come into play based on how exactly you view the tradtions, but I can easily see a Hermetic that follows or heeds the words of a mentor spirit that represents an embodiment of an ideal, rather than a notaure totem. Things like the convertyed passions concepts that showed up a while back in one of the Tir books, of The Dark King or Seductress.
    3) Mentor Spirits do not necessarily represnt the exact same thing as the Totems did. They can be the big astral spooky that a totem was, or they can just represent a powerful spirit that the character has contacted (or that contacted the character) and has bartered teaching and aiding the character in exchange for service, worship, or whatever.


    It does water down mages a little bit, but this also allows for easier additions to the tradition creation rules later on and keeps it a little more flexible.


    You still get effectively an attribute increase plus the metamagic?
    No, you get to add grade to magic attribute, not that plus +1 to magic attribute.


    can one play a magical adept directly out of the BBB?
    Yes, they have a list of powers, including some from SotA64.


    Nothing about reduction in cost with groups?
    Nada, it does mention what used to be ordeals as standard fare for intiating - as in no discount for ordeal.


    Initiation costs 10 + (grade*3) karma.


    what does initiation give you?
    Increased Magic (add grade to Attribute), metaplanar access one metamagic.


    The Mentor Spirit costs 5 BP. Totems appear to be called Mentor spirits now. Like Bear, Dog, Mountain, etc..


    It costs more to play them with a totem. A mage can do almost exactly the same thing, fire spirits look a bit more useful than beast spirits. The variety and numerical difference of spirits is gone. Have not looked to see about the shamanic mask, if it only applies if the shaman has a totem.


    Magic in general got screwed compared to any other skill type set. They combined other peoples needed skills while making the magicians need more skills to do the same. Making magicians a bigger karma sink.


    All full magicians can conjure earth, air, water, and spirits of man. That's 4. Hermetic can conjure fire spirits while shamen can conjure spirits of beasts.


    Magician (15 BPs) gives you Magic 1. Raising it to 5 takes another 40 points. Ten spells are an additional 30. That's 85 points for what looks to be a good magician at game start.




    Charaktere


    You get (Intuition + Logic) x 3 free points (not "build points", but Skill Points) to use on Knowledge skills.



    Just for reference, Karma Costs to improve "things":
    New Active Skill (Rating 1) - 4 Karma
    New Active Skill Group (Rating 1) - 10 Karma
    New Knowledge/Language Skill (Rating 1) - 2 Karma
    New Specialization (tack on a +2 for the Specialization, only ONE specialization is allowed for any skill, and new specializations "overwrite" the old ones, but only at GM's discretion) - 2 Karma
    (Special Note: Raising a Skill above 6 costs double the usual amount of Karma, and can only be done if you have Aptitude in that skill)
    Improving an Active Skill by 1 - (New Rating) x 2 Karma
    Improving an Active Skill Group by 1 - (New Rating) x 5 Karma
    Improving an Attribute by 1 - (New Rating) x 3 Karma
    Improving a Knowledge/Language skill by 1 - (New Rating) Karma
    New Positive Quality (the old "Edge") - BP Cost x 2 Karma
    Removing a Negative Quality ("Flaws") - BP Bonus x 2 Karma
    New Spell - 5 Karma
    New Complex Form (Rating 1) - 2 Karma
    Improving a Complex Form by 1 - (New Rating)


    Is bioware avalible at creation?
    Yes.


    You can spend up to 50% of your starting build points on your Physical and Mental attributes. Your first point is free (along with any racial mods... for example, Dwarves start with a Willpower of 2 to represent their +1 Willpower mod), and each point above the starting value costs 10 BP each, EXCEPT for the last Maximum attribute point (which costs 25 BP). Purchasing Edge and Magic/Resonance does NOT count for the 50% limit (and several of the archetypes in the book reflect this). Yes, Magic Rating is bought just like any other attribute (which is one reason why being a Mage is so cheap), and so is Resonance (the linked attribute for Technomancer/Otaku powers).


    Adept 5
    Mystic Adept 10
    Magician 15
    Technomancer 5


    The qualities are very similar to the equivalent edges and flaws, but some are completely different. Uncouth, Uneducated, and Infirm, for example, have been put on steroids and now should only be taken by characters who don't want Social, Knowledge, or Physical skills respectively... it takes twice as long to learn the respective skills, and you are in the "Unaware" category for skills that you don't have, which means you can't default to an attribute (or rather, you automatically fail).


    Flux looks like it is now signal. Technomancer signal is Resonance/2 (round up).
    Signal 0 - 3m
    Signal 1 - 40m
    Signal 2 - 100m
    Signal 3 - 400m
    Signal 4 - 1km
    ...
    Signal 9 - 400km


    Active Skills: 4 points per skill, 10 points for a skill group, 2 points for a specialization.


    Do technomancers need an electronic device of some sort to access the matrix, or do they just use their minds?
    Technomancers can access and manipulate the Matrix through their own sheer force of will.
    For a whole 5 BP and foregoing any type of magical ability.
    Found the info on Technomancers, page 232. They need no cyber or electronics at all


    Metatype abilities look unchanged (vision, etc.)
    Human: +1Edge
    Ork: +3B, +2S, -1C, _1L
    Dwarf: +1B, -1R, +2S, +1W, -1Initiative
    Elf: +1A, +2C
    Troll: +4B, -1A, +4S, -2C, -1I, -1L, -1Initiative


    Race BP cost: Human 0 (+1 edge), dwarf 25, ork 20, elf 30, troll 40.
    Attributes: Physical, mental, Magic, Resonance - 10 per point except the max point which is 25 BP.
    Knowledge skills: 1/2 active price.
    Positive Qualities are 5-20 points. Negative are 5 - 30.
    Resources are 5000 per BP max 50 BP, but looks like a lot of stuff is reduced in price.
    Spells 3 BP per spell, 5 karma during play.
    Contacts: 1 BP per rating point.
    It costs 10 points per attribute point, with the first point free and the final 6th point costing 25.
    Maximum points allocated to attributes is capped at 50% of total points.
    Edge is bought like other attributes.


    No jump at 6, but max at 6 without an exceptional quality, then 7. Start with only one skill6 with the rest 4 or lower, or two at 5 with the rest 4 or lower. No starting with a 5 and a 6. Maximum group rating at chargen is 4.


    250,000 nuyen max




    Cyberware


    If there still is a vehicle control rig of some kind, how does it work now there are no more TN modifiers? Add dice?
    There is a piece of Cyberware called the "Control Rig" which has a 0.5 essence cost. It basically is a VCR (in terms of description), except that it provides a benefit of +2 dice on all vehicle tests when you are using "full-VR" to control a vehicle. It isn't clear to me whether anyone with a Commlink and a Sim Module can do "full-VR" to control a vehicle (and get ginormous benefits to initiative, I might add), but a person with a Control Rig would be able to do it better.

    A full chrome conversion would cost 6.25 essence, but considering the low prices, you can easily get that in Alphaware at character creation. But barring limits on character creation, let's cook up a theoretical example of maxing out a full body (no skull conversion for this particular example, just to save Essence):
    2 Cyberarms
    2 Cyberlegs
    1 Cybertorso
    80,000 nuyen


    Upgrade all limbs and torso to Body 10 from Body 3 = 5 * 1400 nuyen = 7000 nuyen
    Upgrade all limbs and torso to Agility 10 from Agility 3 = 5 * 1750 nuyen = 8750 nuyen
    Upgrade all limbs and torso to Strength 10 from Strength 3 = 5 * 1750 nuyen = 8750 nuyen.
    Natural armor of 4 on all limbs and torso = 5 * 1200 nuyen = 6000 nuyen


    Total cost for Chrome Conversion, except head = 110,500 nuyen
    And you'd have 10s in Body, Agility, and Strength. Individual enhancements are probably cheaper as bioware (4 levels of muscle augmentation and muscle toner is 60,000 nuyen), but the whole Cyberlimb Chrome Conversion package is actually a lot cheaper than getting Orthoskin/Dermal Plating + Muscle Augmentation + Muscle Toner + Bone Density Augmentation/Bone Lacing all combined.


    [COOL!!! Einzige Anmerkung: Lmit für Cyberglieder liegt bei 9 (nach dumpshock. Dennoch: cool!)]




    BTW... do skillwires provide real skills (dicepool skill+attribute), or justs dicepools of the rating?
    Skillwires/softs are interesting. First of all, there is a hard cap on Active and Knowledge skillsofts, with 4 for Activesofts and 5 for Knowledge/Linguasofts. Second, you use the higher rating (either the user's skill or the skillsoft's rating). Finally, if you use the skillsoft's rating, you cannot augment it by using Edge (ouch). It follows the standard rules for skill tests (Skill + Attribute vs. threshold).


    Active skillsofts are rating 1-4, knowsofts and linguasofts are 1-5.
    skillsofts - rating *3ooo nuyen
    knowsofts - rating*1000
    Linguasofts - rating*500
    Skillwires are available in ratings from 1-5, rating*.2 essence, rating*4 avalability, rating*2000 nuyen. need rating of at least active softs rating. Skillwires can handle a number of skillsofts with a total rating up to 2*its own rating.


    Muscle Augmentation, the one that was 0.4 and 20,000, is now 0.2 and 7000 with an availability of rating *5.


    Commlinks are 0.2 essence or they take up 2 capacity units in a cyberlimb.
    Sim Modules are 0.2 essence or they take up 2 capacity units in a cyberlimb.
    Datajacks are 0.1 essence or they take up 1 capacity unit in a cyberlimb.
    Simrigs are 0.5 essence.


    Well, I can't say much for other mods, but smartlink contact lenses are just as good as having a smartlink component in your eye. At the moment, there doesn't seem to be any reason to have a cyber smartlink other than convenience and the fact that they'd have to rip out your eye to remove it. Then again, it only costs 0.1 Essence and it's an Eye accessory now.


    [Das ist sehr schade. Gerade die Überlegenheit von Cyberware gegenüber dem "Fleisch" oder externen Geräten fande ich ein sehr wichtiges Style-Element. Es mag zwar Streamlining-Gründe geben, warum jetzt alles gleichgeschaltet ist, aber trotzdem ...]


    Can you explain the new rules for cyberarms a bit? (Essence costs/upgrades and so on/What are the attributes of Cyberarms [STR/AGI])
    Essence still 1, but only 15K nuyen. Body (200/point), Str (250/point), Agility (250/point) ratings from 1-7, start at 3, need cybertorso to raise [Anmerkung: laut Nyx est, wenn man 7er Werte haben will]. Availability limits it to rating 4 at chargen.
    Cybertorso is 1.5 ess and 25K.


    What are the (average) essence costs of implanted CommLinks?
    0.2


    What cyber grades are listed, and do they operate the same way as they did in SR3?
    Alpha, -20% ess., cost*2
    Beta, -30% ess., cost*4
    Delta, -50% ess., cost*10


    Bioware and Cyberware both cost essence now, but the lesser of the two counts for half. So if you have 4 points of Bioware, and 2 points of Cyber, it costs you 5 essence total.


    Commlinks: 9 different models that have different Response and Signal ratings and costs. Evidently, any electronic device can have IC. They all leave trails (Please note this info is from quickly skimming 3 different sections.)


    Cybereyes can be purchased with variable capacities, 4-16, .2-.5 essence. Ears follow suit.


    Yes, there are still datajacks, as well as much of the cyberware.


    Bonelacing essence is .5, 1, 1.5 for original 3 types. Increases power still. Adds to B and armor like it did.


    Availability ratings have changed and max at chargen is now 12. So cyberarm gyromounts are available at chargen. Cyber skulls are not.


    Cyberlimbs now have Body rating too. Body, Strength and Agility come with rating 3, need torso too raise above 3. Do not see the old essence cost to increase them and the most expensive looks to be 250 nuyen per rating point. Probably limited by ECU (besides cap of 7).
    [Was? Um einen Cyberarm mit Stärke 4 zu haben , brauche ich einen Cybertorso?]


    Enhanced Articulation is .3 ess. and +1 die for any task with a linked physical attribute.


    Bone Density acts like bone lacing, only less essence.


    Mnemonic enhancer gives no karma reduction.


    Pain Editor avail 18, no trauma damper listed.


    Reflex recorders for skill groups. Athletics group has 4 skills, Biotech - 3, Close Combat - 3, Conjuring - 3, Cracking - 3, Electronics - 4, Firearms - 3, Influence - 4, Mechanic - 4, Outdoors - 3, Sorcery - 3, Stealth - 4, Tasking -3. If you raise a skill within a group seperately, you can no longer raise the group.


    Can you give people stats for a standard piece cyberware? (say, the much beloved Wired Reflexes 2)


    Wired 2, essence 3, capacity - n/a, availability 16R (not avialable under standard chargen rules of availability 12), 32,000 nuyen




    Kampf & Waffen


    what are the Dodge penalties for being fired on by burst (not full-auto) fire and shotguns using shot rounds?
    Wide burst is -2.
    Shotguns I know I covered already, but again:
    narrow spread - no mod
    medium spread -2
    wide spread -4


    Called Shots (for both Ranged and Melee attacks) do the following:
    1) Bypass Armor - Variable dice pool penalty equal to the target's armor. If the target has 6 points of armor, then you get a -6 penalty to bypass it. It's all or nothing, but I'd probably house rule this somehow in my group (maybe allow a "half Armor bypass" called shot roll as well, to target a faceplate or codpiece or other less-armored area).
    2) Target a vital area - -1 to -4 dice pool penalty. The number of dice you withhold becomes the the increase in DV of the attack. I don't see why anyone would NOT call a shot (except because of a lack of Free Action) using this option, since increasing the DV directly amounts to free automatic successes on the combat test. Then again, if you have a small dice pool to roll, then you would risk your opponent completely dodging your attack on the opponent's Reaction test.
    3) Knock something out of a target's grasp - -4 dice pool penalty, and DV has to exceed the target's Strength.
    4) Other effects (knock opponent over a ledge, shoot out a tire, temporarily blind opponent, etc.) - GM sets dice pool penalty for this one.


    A couple example weapons and armor:


    Combate Axe
    Damage value: (Str/2+4)P
    Armor Piercing: -1


    Mono Whip
    Damage value: 8P
    AP: -4


    Colt America l36 (Light Pistol)
    DV: 4P
    AP: --


    Ruger Super Warhawk
    DV: 6P
    AP: -2


    [Ares Pretator
    DV: 5P
    AP: -1]


    Ingram Smartgun X
    DV: 5P
    AP: --


    Ranger Arms SM-4
    DV: 8P
    AP: -3


    Panther XXL Assault Cannon
    DV: 10P
    AP: -5


    APDS Rounds: -5 AP
    EX-Explosive Rounds: +2 DV, -2 AP
    Gel Rounds: +2 DV(Stun), +2 AP


    Lined Coat: 6/4
    Armor Jacket: 8/6
    Full Body Armour: 10/8


    Hold out - 4P, -AP
    Light - 4P, -AP
    Heavy - 5P, -1AP
    SMG - 5P, -AP
    AR - 6P, -1AP
    Sniper 7P 0r8P, -1AP (one available at chargen is 7P)
    Katana STR/2+3 AP: -1
    Survival Knife STR/2+1 AP: -1
    Taser 6-8 stun AP: -half
    Holdouts, Light Pistols, Machine Pistols 4 AP: 0
    Heavy Pistols 5-6 AP: -1 bis -2
    Submachine Guns 5 AP: 0
    Assault Rifles 6 AP: -1
    Sport Rifles 7-9 letzteres gilt allerdings für 'ne Elefanten-Büchse = AP: -1
    Sniper Rifles 7-8 AP: -3
    Shotguns 7 AP: 0 bis -1
    Knife - (Str/2 + 1)P, -AP
    Unarmed - (Str/2)S, -AP


    How are shot rounds for shotguns treated?
    They have 3 different spreads, narrow, medium, and wide. They can shoot only 1, 2, or 3 targets within a meter of each other respectively. Damage code gets modified for each, defense roll gets different modifier for each, harder to dodge wider spread


    Declare attack, apply situational modifiers, make opposed test, Compare armor, damage resistance test, apply damage.


    Ranged combat summary:
    attacker rolls Agility + combat skill +/- modifiers
    defender rolls reaction +/- modifiers
    (defender using full defense rolls Reaction + Dodge +/- modifiers)
    DV modifiers: net hits, ammunition, autofire
    Armor used: ballistic or impact
    Condition monitor used Physical or Stun----


    Suppose an average Agility 3 and Pistols 3. Human, so above average Edge (4)


    Smartlink (+2)
    Specialization (+2)
    Take Aim (+1)


    That's 15 dice off the top of my head, plus Rule of Six. Make him a pro and it gets better. Add explosive or EX explosive ammo, of course.


    How does armor work? Does it really just convert lethal damage into stun?


    Armor value combines with Body to resist damage. If the modified power, DV, of an attack causing physical damage does not exceed the AP modified armor rating (sounds streamlined huh? HA ha ha) then the attack will cause stun instead. Armor rating is reduced by the attacks AP, armor penetration, value.


    Weapon pictures! Ares Predator IV AP -1, Damage is 5P, avail 4R, cost 350.
    Slivergun still exists.
    Lined Coat is 6/4 Ballistic/Impact, avail 2, 700.


    Can you give a few examples of what the new ranged combat modifiers look like? (like for cover, or dim light, and so on)



    They look similar to current modifiers except they modify the dice pool not the TN, espec9ally the visibilty mods based on light, smoke.


    Partial cover -2, good cover -4, blind fire -6, smartlink +2, normal vision in partial light is -2.


    How does the new Dodge work?


    How does initiative work now ?
    Buy as skill. Linked to Reaction. Can use Full Dodge. Says Reaction + Dodge for ranged. Reaction + Dodge + Dodge for melee or Reaction + melee combat skill + Dodge in melee. Also a Full Parry, and a Gynastics Dodge.



    Initiative Attribute is Reaction + Intuition. Make an initiative roll, edge may be used. (Does this mean all dice explode?) Add hits to Initiative Attribute, this is initiative score. Act high to low, ties go at same time. If imperitive to break ties compare edge, initiative, reaction attributes in that order.



    Some Defense modifiers.
    Defender unaware of attack, no defense possible
    Defender wounded - wound mods
    Defender defended against previous attack, -1 modifier cumulative for each additional defense roll
    Defender prone, -2 pool mod limited to melee and ranged combat within 5m.
    Defender running, +2 moDefender in melee combat, -3 pool modifier vs ranged attacks
    Attacker firing burst or shotgun, -2mod vs wide bursts, -5 vs long wide bursts, -9 vs full auto wide bursts, -2 vs shotgun on medium spread, -4 against wide spread.




    Das GRW an sich und die neue sechste Welt


    Any advanced rigging rules will likely be in Unwired, since they're part of Hacking. Vehicles and vehicle customization will be in Arsenal.
    Rob noted at the GC Seminar that there likely won't be full vehicle creation rules, but rather would likely be just customization/upgrading rules. He also noted that this time around tehy will be excluding things like Battleships


    [Schade. Mein Runner kann sich also keine Flugzeugträger kaufen. :-(]


    Bounty Hunter (Troll)
    Combat Mage (Elf) - available as a PDF on shadowrunrpg.com
    Covert Ops Specialist (Human)
    Drone Rigger (Dwarf)
    Enforcer (Troll)
    Face (Dwarf)
    Gunslinger Adept (Ork)
    Hacker (Ork)
    Occult Investigator (Human)
    Radical Eco-Shaman (Dwarf)
    Smuggler (Elf)
    Sprawl Ganger (Ork)
    Street Samurai (Human)
    Street Shaman (Troll)
    Technomancer (Human)
    Weapons Specialist (Elf) - available as a PDF on shadowrunrpg.com


    However, what Rob said is that there will not be full vehicle cration rules. There will likely be rules for upgrading vehicles in Arsenal, which is the working title for the Gear book. My guess is that this would be simimlar to what was in the original Rigger Black Book, except, you know, actually make sense and work
    [Yeah! Zur Hölle mit diesen bescheuerten Konstruktionsregeln.]


    Here are some examples from the book:
    Halloweeners Street Gang (Professional Rating 1) - Body 3 Agility 3 Reaction 3 Strength 3 Charisma 2 Intuition 2 Logic 2 Willpower 2, Skills: Clubs 2, Etiquette (Street) 3, Pistols 1, Unarmed Combat 2, Cyber - Hand Razors


    Sec Guard (Professional Rating 2) - Body 3 Agility 3 Reaction 4 Strength 3 Charisma 3 Intuition 3 Logic 2 Willpower 3, Skills: Dodge 2, Pistols 1, Shortarms 3 (?? This isn't an actual SR4 skill... I'm guessing it's "Automatics"), Unarmed Combat 2


    Lone Star Cop (Professional Rating 3) - Body 3 Agility 4 Reaction 4 Strength 3 Charisma 3 Intuition 4 Logic 3 Willpower 3, Skills: Clubs 3, Law Enforcement 3, Perception 2, Pistols 3, Unarmed Combat 3


    Triad Posse (Professional Rating 4) - Body 3 Agility 5 Reaction 4 Strength 3 Charisma 3 Intuition 4 Logic 3 Willpower 4, Skills: Blades 3, Dodge 3, Intimidation 3, Pistols 3, Shortarms 3, Unarmed Combat 3


    Red Samurai (Professional Rating 5) - Body 4 Agility 5 Reaction 5(6) Strength 4 Charisma 3 Intuition 4 Logic 3 Willpower 4, Skills: Athletics Group 2, Blades 3, Dodge 4, Etiquette (Corp) 3 (+2), Firearms Group 5, Infiltration 3, Perception 3, Unarmed Combat 4, Cyber: Wired Reflexes 1, Cybereyes with Flare Comp, Smartlink


    Tir Ghost (Professional Rating 6) - Body 4 Agility 6 Reaction 5(7) Strength 4 Charisma 5 Intuition 6 Logic 4 Willpower 5, Skills: Athletics Group 3, Demolitions 3, Dodge 4, Firearms Group 5, Perception 4, Stealth Group 6, Unarmed Combat 5, Cyber: Wired Reflexes 2, Flare Comp, Smartlink, Commlink


    Ares, Aztechnology, Evo Corp, Horizon, Mitsuhama, NeoNet, Renraku, Saeder-Krupp, Shiawase, Wuxing
    [Die neuen/alten Megas]


    Who's President of the UCAS?
    Angela Colloton
    [Was? Die Merkel? Oh Gott!]


    What happened to Cross ?
    Lucien Cross died in a plane crash the very day of Crash 2.0. Damien Knight bought up Cross assets while Horizon group went after its Corp Court seat.


    Bliss, Cram, Deepweed, Jazz, Kamikaze, Long Haul, Nitro, Novacoke, Psyche, Zen, CS/Tear Gas, Gamma-Scopolamine, Narcoject, Nausea Gas, Neuro-Stun, Pepper Punch


    Btw, the first piece of fiction uses fuck, fuck, fuck and asshole instead of frag or other expletives like hoophead. So much for garnering that younger audience if parents skim that part, or the topless chick on page 44 wearing a couple band-aids across her nipples.


    So, what's up with the Sex section?
    I'm not going to answer this one. Suffice to say, it's a shortened version of the same information in the Sprawl Survival Guide.




    Regeln


    Rob mentionend during the origins interview that commlink programms can give you extra dices for some tasks. Can someone 1) confirm that and 2) give some examples (the tasks would be very interesting).
    There aren't any hard and fast rules yet. Rob has said in the seminars that Unwired (the tentative title for the new Matrix book) will cover more specific rules and guidelines. For now, there's a couple paragraphs about AR modifiers in a sidebar. Basically anytime you're performing a task and being able to access helpful info could aid you in that task, the GM may give you bonus dice, suggested from 1-3. One example of this that Rob gave at Origins was doing Vehicle Repair, and having a diagnostic or repair manual on your AR display. You can also use the wireless AR to basically replace BattleTac. If you and your whole team is linked up, you can feed the data of your positiosn and the opponents into it, and maybe get bonus Initiative dice next turn.


    Of course, it's also possible that if you get hacked, false data could be fed to you as well, giving you negative dice.


    Either way, the exact effect is up to the GM and how he wants to apply it.


    Athletics - Climbing, Gymnastics, Running, Swimming
    Biotech - Cybertechnology, First Aid, Medicine
    Close Combat - Blades, Clubs, Unarmed Combat (Note: Exotic Melee Weapon is NOT in any group. Also, Cyberimplant combat has been folded into the other weapon skills, like Unarmed and Blades)
    Conjuring - Banishing, Binding, Summoning
    Cracking - Cybercombat, Electronic Warfare, Hacking
    Electronics - Computer, Data Search, Hardware, Software
    Firearms - Automatics, Longarms, Pistols (Note: Exotic Ranged Weapon is NOT in any group)
    Influence - Con, Etiquette, Leadership, Negotiation
    Mechanic - Aeronautics Mechanic, Automotive Mechanic, Industrial Mechanic, Nautical Mechanic
    Outdoors - Navigation, Survival, Tracking
    Sorcery - Counterspelling, Ritual Spellcasting, Spellcasting
    Stealth - Disguise, Infiltration, Palming, Shadowing
    Tasking - Compiling, Decompiling, Registering


    No Skill Group - Archery, Armorer, Artisan, Assensing, Astral Combat, Demolitions, Diving, Dodge, Escape Artist, Forgery, Gunnery, Instruction, Intimidation, Locksmith, Parachuting, Perception, Pilot Aerospace, Pilot Aircraft, Pilot Anthroform, Pilot Exotic Vehicle, Pilot Ground Craft, Pilot Watercraft, Throwing Weapons, and all Knowledge Skills.


    Not a use of Edge, but if the dicepool is large enough, you can get automatic successes. 4-7 is one, +1 per 4 there after.


    How does Regeneration work now? Does it heal stun damage? Regeneration rapidly heals any damage. A Magic + Body test is made at the end of the combat turn, and any hits on this test regenerates 1 point of Physical OR Stun damage (I don't know how one would decide, other than picking the "best" configuration based on wound penalties). If a critter takes Physical damage into Overflow, they still get to make a Regeneration test at the end of the combat turn. After the Regeneration test is made, if the overflow is greater than the Body attribute, the critter dies (this is the same as any PC, NPC, or critter).


    Damage to brain or spinal cord cannot be healed, and magical damage from weapon foci, combat spells, critter/adept powers, or other magic cannot be healed. If the critter is affected by an Allergy, they cannot regenerate until the allergen is removed (so start blowing that sawdust at Vampires).


    Zur Availability: Fehlt nurnoch der Zeitraum den der Schieber warten muss bevor er erneut würfeln darf, bzw die Periodendauer der Extended Tests bei Beschaffung. Ist das in dem "R" hinter der Availability versteckt ?
    Das R steht für ein restricted item...
    die Zeitabstände bestimmen sich je nach extendend test unterschiedlich, bei Availability ist es AFAIR der Preis des Gegenstandes.


    If negative modifiers reduce the dice pool to 0 or less, Edge dice can be rolled and explode on a 6. A threshold of 4 is the highest listed as "extreme" difficulty.


    Edge renews as GM sees fit, suggested every session.


    No Rating - unaware
    Rating 0 - untrained
    1 - beginner
    2 - novice
    3 - Professional - college athlete, firearms as beat cop, tech as college grad, social as Mr Johnson, vehicle as cabbie, knowledge as 2 year degree (Kind of conflicts with college grad)
    4 - Veteran - minor league ball player, marine or airborne, tech as 4 year experience, social as diplomat, vehicle as NASCAR driver, bachelors degree (again I see this conflicting)
    5 - Expert - pro athlete, SWAT team member, top scientist, VP, vehicle as Ancients go-ganger(wtf?), master's degree
    6 - Elite - Athletic superstar, superstar among elite forces, The Wright Brothers, President, Blue Angel stunt pilot, doctorate degree
    7 - Legendary - Athletic legend Babe Ruth, Wild Bill Hickock, Edison, Fastjack, Reagan, Damien Knight, Red Baron, Einstein, Dr. Raven


    Human Attribute Ratings


    1 - weak
    2 - underdeveloped
    3 - typical
    4 - improved
    5 - superior
    6 - maximum unmodified human


    kay, next question. What is the general guideline for Karma awards at the end of the run?
    They looked the same as third edition.


    Edge up to all edge dice to a roll. All dice explode.
    After a roll, may use edge dice to roll for added successes, only edge dice explode.
    Spend a point of edge and re-roll all failures.
    Just saw a footnote that the rule of 6 does not apply to the longshot test in previous post. They do not explode.
    Spend a point and go first in an initiative pass. If multiple people spend edge they go according to initiative score.
    Spend a point and gain 1 extra initiative pass for the combat turn.
    Negate one glitch or critical glitch.
    Invoke dead man's trigger rule (iirc involves acting after full condition monitor.)


    Do the modificators for bad vision still differ for natural, cybernetic or external vision enhancers?
    No, modifiers apply equally.


    Can specializations exceed the skill cap of 6? As in Firearms Skill Group 6 (spec:Pistols +2) for 8 dice?
    Specialization is a modifier to the dice pool, not an increase in skill, or that's the way it looks. Your example is wrong about the skill group, but is on target if applied to Pistols 6, specialization semi-automatics for 8 dice + Agility as base dice pool.


    Extended tests are written up in the following manner:
    Dice Pool (Threshold, Time)


    For example, Strength + Swimming (5, 1 hour). You roll multiple times, tallying up hits until you exceed the threshold. Each roll represents the time period listed. For example, in the previous test, if you were swimming across a lake, and you rolled three times (finally accumulating 5 hits after three rolls), you would take 3 Hours to do that task.


    The GM, at his/her discretion, may limit the amount of rolls made to a number (they suggest a maximum of rolls equal to the number of dice in the dice pool). If a glitch occurs, the GM may decide to inconvenience the PC in some way (represented by "removing" the hits by 1d6). On a critical glitch, the whole thing is a bust, and the character has to start over.


    PCs can also attempt to do a "rush job" and cut the interval time in half. However, this makes it so that 1s AND 2s can trigger a glitch.


    Glitch, just for reference, is having half or more of your dice come up as 1s. All 1s is a Critical Glitch (which is just like the old Fumble rule)


    The Rigging rules are completely abstract and there are some enormous differences. I can tell you that when you are shot at, you defend using Reaction (just like in regular ranged combat) + Handling, and if you are using the Rigging equivalent of Full Defense, you also get your Vehicle skill added. Drones use Pilot (their AI software) + Handling.


    Legality: There are three "Ratings" for Legality. Legal, Restricted, and Forbidden. Restricted means you can only own it under certain circumstances, often something like a Permit. Forbidden means that private citizens are never allowed to legally own or possess the item, under any circumstances.


    Availability: Acquiring anything with an availability rating is now generally an Extended Test using Charisma + Negotiation. The Availability of the item is the Threshold, and the Interval is based on how expensive the item is, and can be anywhere from 12 hours to 1 week. You can buyy extra dice for the Extended Test by spending extra nuyen on the item.


    AR requires a Commlink, and is analogous to astral perception (you can see the Matrix and manipulate it), and you can't get dumpshock, although being attacked with attack programs or viral ware, or being in spam/static zones, can give you penalties. Highly congested areas can also give you a sort of "background count" penalty, similar to spam zones. AR uses meatbody initiative and initiative passes. VR requires a Sim Module and a Commlink, and is analogous to astral projection... your body flops over, and your persona flies off to whereever. Full VR is also used when you "Jump In" a drone or vehicle and take it over... you effectively become the vehicle. In cold sim, you get an extra initiative pass and use Matrix initiative instead of meatbody initiative. In hot sim, you get a bonus to your initiative, another initiative pass (for a total of 3 passes), and +2 to ALL tests done in the Matrix (note: This bonus only applies for Matrix actions, not vehicle tests, although I will note that now you can do Matrix Actions while you are Jumped Into a drone/vehicle without penalty). VR causes dumpshock when you are jacked out, and you take damage from Black IC/Blackout (only Stun damage if in cold sim, Physical Damage if hit with Black IC while in hot sim). VR is basically similar to the old way of decking or rigging.


    SYL

  • "apple" schrieb:

    Race BP cost: Human 0 (+1 edge), dwarf 25, ork 20, elf 30, troll 40.


    Yarr! ^^


    "apple" schrieb:

    Attributes: Physical, mental, Magic, Resonance - 10 per point except the max point which is 25 BP.


    ... grausiges Punkteverhältnis. Künstlich aufgeblasen um Attribute am Maximum zu verhindern. *seufz*


    "apple" schrieb:

    Maximum points allocated to attributes is capped at 50% of total points.


    Das klingt schon besser als ein Durchschnittslimit von 3,5.


    "apple" schrieb:

    Btw, the first piece of fiction uses fuck, fuck, fuck and asshole instead of frag or other expletives like hoophead.


    Schlecht.


    "apple" schrieb:

    or the topless chick on page 44 wearing a couple band-aids across her nipples.


    Gut. ^^

  • ...

    In a free society, diversity is not disorder. Debate is not strife. And dissent is not revolution.

    George W. Bush

    And while no one condones looting, on the other hand one can understand the pent-up feelings that may result from decades of repression and people who've had members of their family killed by that regime, for them to be taking their feelings out on that regime.

    Donald Rumsfeld

    Einmal editiert, zuletzt von Rotbart van Dainig ()

  • Auf den ersten Blick zu viele Beschränkungen um für mich als schönes Erschaffungssystem durchzugehen. Bei Punkten ziehe ich möglichst grosse Freiheiten vor.


    mfG
    jdw

    I am all you claim to loathe. I am rape. I am infanticide.

  • Jetzt wird es wild.


    Edge:



    Menschen mit exceptional edge...


    Zitat

    On the powergamer front, adepts look to be as powerful as ever and with the way the powers work and are priced, they look like they will rule.


    AdeptRun will never die...


    Zitat

    Active Skills: 4 points per skill, 10 points for a skill group, 2 points for a specialization.


    No jump at 6, but max at 6 without an exceptional quality, then 7. Start with only one skill6 with the rest 4 or lower, or two at 5 with the rest 4 or lower. No starting with a 5 and a 6. Maximum group rating at chargen is 4.


    Skill Groups sind scheinbar echt rentabel...



    Zitat

    Oh, and Defaulting, pg 110. What is up with that?


    Looks like bs.


    -1 modifier or GM can declare they can not try. Edge can augment.

    In a free society, diversity is not disorder. Debate is not strife. And dissent is not revolution.

    George W. Bush

    And while no one condones looting, on the other hand one can understand the pent-up feelings that may result from decades of repression and people who've had members of their family killed by that regime, for them to be taking their feelings out on that regime.

    Donald Rumsfeld

    5 Mal editiert, zuletzt von Rotbart van Dainig ()

  • "Rotbart van Dainig" schrieb:

    Spend a point and go first in an initiative pass. If multiple people spend edge they go according to initiative score.


    Spend a point and gain 1 extra initiative pass for the combat turn.


    Sorry, aber das finde ich jetzt mal völlig unpassend...

  • Wir erinnern uns an den 'Ausgleich für Mundane'? :?

    In a free society, diversity is not disorder. Debate is not strife. And dissent is not revolution.

    George W. Bush

    And while no one condones looting, on the other hand one can understand the pent-up feelings that may result from decades of repression and people who've had members of their family killed by that regime, for them to be taking their feelings out on that regime.

    Donald Rumsfeld

  • "apple" schrieb:

    [Was? Um einen Cyberarm mit Stärke 4 zu haben , brauche ich einen Cybertorso?]


    ..wenn sie schon GitS verwenden, dann bitte richtig... :?


    "apple" schrieb:

    [Ich glaube,, jetzt sind Cyber/Biouser wirklich gefickt. Hallo? Beides geht vom Essenbetrag runter. Oder irre ich mich da mit diesem Eindruck?]


    Kommt drauf an... aber prinzipiell schaut es schlecht aus. Der einzige Lichtblick bisher ist, daß CyberAugen nichtmehr schlechter sind als natürliche...
    Zumindest kann man ganz einfach fehlende Implantat-Kosten umrechnen... :|


    Zitat

    Bioware and Cyberware both cost essence now, but the lesser of the two counts for half. So if you have 4 points of Bioware, and 2 points of Cyber, it costs you 5 essence total.


    Erweitere auch hier, apple. ;)


    Wie praktisch... also nähert man den geringeren Wert so gut es geht an den größeren. :twisted:

    In a free society, diversity is not disorder. Debate is not strife. And dissent is not revolution.

    George W. Bush

    And while no one condones looting, on the other hand one can understand the pent-up feelings that may result from decades of repression and people who've had members of their family killed by that regime, for them to be taking their feelings out on that regime.

    Donald Rumsfeld

  • Zitat

    What are the (average) essence costs of implanted CommLinks?
    .2


    \:D/

    In a free society, diversity is not disorder. Debate is not strife. And dissent is not revolution.

    George W. Bush

    And while no one condones looting, on the other hand one can understand the pent-up feelings that may result from decades of repression and people who've had members of their family killed by that regime, for them to be taking their feelings out on that regime.

    Donald Rumsfeld

  • Ich meine, vielleicht liegt es an der etwas unstrukturierten Darstellung, aber bisher erscheint mir das System nicht sonderlich stromlinienförmig...


    mfG
    jdw

    I am all you claim to loathe. I am rape. I am infanticide.

  • Endlich! Mein transhumanistischer Strassensamurai wird sich freuen. Endlich keine Regelkrücken und 1000 Interpretationsumwege mehr, damit er einen Taschensekretär im Kopf hat.


    SYL

  • Mal sehen - stromlinienförmiger als Sr3 sieht es bisher auf jeden Fall aus.


    "apple" schrieb:

    Endlich keine Regelkrücken und 1000 Interpretationsumwege mehr, damit er einen Taschensekretär im Kopf hat.


    Och... mit OP-Optionen, einer Leseweise nach Textformat und einem verdammt guten Doc war in SR3 eigentlich das in einer Kombination aus tausend und einem Implantat möglich. ;)


    btw... Adepten kosten 5 ABP... MagierAdepten 10. :?

    In a free society, diversity is not disorder. Debate is not strife. And dissent is not revolution.

    George W. Bush

    And while no one condones looting, on the other hand one can understand the pent-up feelings that may result from decades of repression and people who've had members of their family killed by that regime, for them to be taking their feelings out on that regime.

    Donald Rumsfeld

  • "Rotbart van Dainig" schrieb:

    Mal sehen - stromlinienförmiger als Sr3 sieht es bisher auf jeden Fall aus.


    Alleine schon deswegen, daß Kampfsituationen nur noch in eine Richtung (Anzahl der Würfel) verändert werden und nicht mehr in zwei Richtungen (Würfelanzahl und Mindestwürfe) ... oder das die aufwendige Poolverwaltung für den Spielleiter (gleichzeitiger Real/Astralkampf, Spruchzauberei, Astraler Nahkampf, 4 NPCs, 4 Spieler) wegfällt ... oder das zb die Sichtmodifikatoren für mundan/cyber/natürlich jetzt gleich sind ...


    Doch ja, meine Stimmung schwankt von neutral zu positiv.


    SYL

  • Zitat

    Kein Layering mehr...
    es zählt der jeweils höchste Wert,
    Schilde, Helme, BoneLacing etc. gibt seperate Boni die dann nach wie vor dazu addiert werden...


    Wie gut, daß man sowas leicht ignorieren kann...

    In a free society, diversity is not disorder. Debate is not strife. And dissent is not revolution.

    George W. Bush

    And while no one condones looting, on the other hand one can understand the pent-up feelings that may result from decades of repression and people who've had members of their family killed by that regime, for them to be taking their feelings out on that regime.

    Donald Rumsfeld

  • "Rotbart van Dainig" schrieb:


    Mal sehen - stromlinienförmiger als Sr3 sieht es bisher auf jeden Fall aus.


    Ja, das auf jeden Fall. Dazwischen und "stromlinienförmig" sehe ich dann aber doch noch einen Unterschied. ;)


    Bisher scheint es durchwachsen. Es gibt Punkte die mir gefallen, die mir missfallen, und denen ich neutral gegenüber stehe.
    Wirklich "schlank" ist auch dieses neue Regelsystem allerdings nicht. Das ist zwar an sich kein ausgeprägter Mangel (die Etiketten "gut" und "schlank" sind in meinen Augen alles andere als austauschbar), aber es hätte mir doch sehr über meine Skepsis auf Grund des Bruches mit dem Vorgänger hinweghelfen können.


    mfG
    jdw

    I am all you claim to loathe. I am rape. I am infanticide.

  • Richtig. Charaktere werden auch nicht konventiert. Das wurde schon früher gesagt. Es wird einen kurzen Text auf der HP zum Download gehen, und im Endeffekt läuft es auf "Charakter neu machen, Karma und Geld verteilen" hinaus. Was ImHO auch die besten und problemloseste Art ist, einen Charakter zu übertragen.


    SYL